Limits of the one staff gate and the Cobra Engine.

The zoopedia says the flock of flamingos goes up to 500. So that's what I did. 50% max usage on all cpu threads.... still hovering between 18-21fps in 4K

One staff gate prevents the flamingos from all being fed properly I think.

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The zoopedia says the flock of flamingos goes up to 500. So that's what I did. 50% max usage on all threads....

One staff gate prevents the flamingos from all being fed properly I think.

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I’ve been meaning to try this myself but maybe this is something that you can also try before I get a chance and it might help. I’ve wondered if adding a guest gate would help as your staff can walk through it when taking care of the animals. If it works people could use it for multiple enclosures and just connect it up with staff paths so guests don’t enter dangerous enclosures.
 
Large habitats are very difficult for multiple reasons including the single staff gate
1. One staff gate
2. Inability to assign shifts or schedule specific feedings (as opposed to every X months which is more guidance than rule)
3. Inability for more than one keeper to feed a habitat at once (Though I would be curious if you found otherwise here? This would be the test to prove it one way or another)
 
So that's what I did. 50% max usage on all threads.... still hovering between 18-21fps in 4K

I find it odd that your bottleneck here is GPU rather than CPU. That scene should absolutely NOT be capping out at around 20fps on that GPU unless it was CPU limited which is clearly isn't.
 
I find it odd that your bottleneck here is GPU rather than CPU. That scene should absolutely NOT be capping out at around 20fps on that GPU unless it was CPU limited which is clearly isn't.
Well I only have a single RTX 2080. These are the stats after booting up the zoo again after exiting the game. The game itself still lowers itself to about 23fps here.

In my normal gameplay (career and franchise), I hover between 46-60fps (i put vsync on) in 4K.
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The majority of the geometry in that test zoo should be instances which means the GPU should have no problem rendering them. It makes me think that the game or the engine (given its custom) is not as well optimized as it should be.
 
Large habitats are very difficult for multiple reasons including the single staff gate
1. One staff gate
2. Inability to assign shifts or schedule specific feedings (as opposed to every X months which is more guidance than rule)
3. Inability for more than one keeper to feed a habitat at once (Though I would be curious if you found otherwise here? This would be the test to prove it one way or another)

I have two keepers simultaneously feeding on the same enclosure! But only works for different animals sharing the habitat, keepers seem unable to start preparing food unless no one else is feeding that specific animal.
 
So because of the lack of multiple staff gates, it will be impossible to make large reserves. and only having one keeper per species, even if a 5 star zoo keeper, he's gonna get tired out really quickly.
if the zoopedia says the flock can go up to 500, and the game allows it to be so... it should be able to work ok in the game with the right management tools.
and the shelter and food enrichment % forced me to put so many in that enclosure....
 
The sheer amount of shelter/feeders/enrichment devices some animals require feels really broken and poorly explained by the game. Adding additional hay beds to certain shelter structures (ie the Japanese Macaque habitat in the Panda Park scenario) increases the habitat's shelter capacity - I would like this mechanic if the game told you about it and it were more clear how it worked. As is I shouldn't need to cover every available surface with shelter space and enrichment, or feel like I need to. Like, I can't even see any pink in an overhead shot, but you've had to plaster an island in obtrusive junk for them. Increasing the capacity of the individual feeders and reducing individual animal's hard shelter surface area requirement might help with the visual clutter, but there's definitely a visual hard limit where too many animals at a feeder would start clipping into one another and ruin immersion. This particular problem might be indirectly related to the speed of time in that animals and keepers simply don't have enough time to simulate the things they need to do at large scale.
 
Adding additional hay beds to certain shelter structures (ie the Japanese Macaque habitat in the Panda Park scenario) increases the habitat's shelter capacity - I would like this mechanic if the game told you about it and it were more clear how it worked.

That is a thing? Does it apply to all animals, or just certain species?
 
I honestly have no idea. It's just something I noticed that worked for me in that one particular instance. The game makes absolutely no mention of it anywhere and I'm not even sure if it's intended/a finished feature. In the habitat info panel in the animals tab, there is a habitat contents drop down that has readouts for both habitat shelter and habitat bedding, but the game doesn't tell you anything anything about it in the tooltips, tutorials, or zoopedia. It seems like an unfinished system.
 
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